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Introduce caches in OKW

Introduce caches in OKW
Option Distribution Votes
36%
64%
Total votes: 94
Vote VOTE! Vote ABSTAIN
20 Nov 2015, 09:19 AM
#1
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

I think it is important to introduce caches in okw to lower your flow MP
20 Nov 2015, 09:23 AM
#2
avatar of ElSlayer

Posts: 1605 | Subs: 1

20 Nov 2015, 09:26 AM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

I have a better idea.

Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades?
20 Nov 2015, 10:13 AM
#4
avatar of AchtAchter

Posts: 1604 | Subs: 3

jump backJump back to quoted post20 Nov 2015, 09:26 AMKatitof
I have a better idea.

Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades?


Sure, the moment you have to pay for the Lieutenant, Captain, Major.

Also cheaper teching is relative (edited the numbers, thx elchino)

Costs for the first P4 295 Fuel
Costs for the first Sherman 275 Fuel.

Costs for the first Stuart 115 Fuel
Costs for the first Luchs 120 Fuel

It's practically mirrored.

At topic:

I personally don't care, salvage somehow gives you still a unique flavour, so I prefer it. Can't have salvage and caches imo.
20 Nov 2015, 10:21 AM
#5
avatar of medhood

Posts: 621

Well theyre already getting 100% resources if you add caches it would make the faction even less unique than it was
20 Nov 2015, 10:29 AM
#6
avatar of MoerserKarL
Donator 22

Posts: 1108

+1 to AchtAchter

you can salvage, so caches are not needed for okw imo. In team games you benefit from the other caches anyway :)
20 Nov 2015, 10:30 AM
#7
avatar of US3K
Patrion 15

Posts: 104

How about a return of the old PE scoutcar lockdown, using the kubel instead? It'd give the unit some use beyond the 5 min mark?

For those unfamiliar, PE had a scout car that was the pre-autocannon 222 (so the 221). It could capture territory, had a light damage MG but wasn't meant to front line, and had good sniper detection. You paid a muni upgrade that gave it the ability to go static and lock down a sector, functioning as a cache. Kubel could do this neatly imo
20 Nov 2015, 10:31 AM
#8
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post20 Nov 2015, 10:21 AMmedhood
Well theyre already getting 100% resources if you add caches it would make the faction even less unique than it was


Well, its already less unique, being pretty much wehr/USF hybrid on steroids now.

But salvage is enough, they do not need more.
20 Nov 2015, 10:35 AM
#9
avatar of Aladdin

Posts: 959

Something needs to be changed, maybe giving them ability to build catch or even removing salvage ability from the game
20 Nov 2015, 10:44 AM
#10
avatar of Mr.Smith

Posts: 2636 | Subs: 17

I think that relic MUST add fuel caches to OKW and they MUST finally rebalance teching OKW around the availability of said caches.

In teamgames OKW would always get access to fuel caches anyway (due to OST teammates), and this had always been a thorn to balance. An ok OKW in 1vs1 easily becomes a beast the bigger a team-game gets.

Regarding salvage, one option is to make it doctrinal only (you gain fuel + ammo).
Another option is to make salvage it a unique upgrade (just like Tank Hunter doctrine Combat Engineers)

Regardless of the option though, I think that:
- The salvage ability should now be restricted to sturmpioneers only
- The resources gained from salvage should be looked at, and scaled down

PS: Yes, I know we focus balancing efforts around team-games too much; however I feel that this change will make balance a bit more consistent
20 Nov 2015, 10:46 AM
#12
avatar of Kozokus

Posts: 301

Maybe add a special "opel truck" for OKW that could act as a cache?
And make it unable to move again once deployed to keep things fair..
That would keep the flavour of the army.

Kozo
20 Nov 2015, 10:51 AM
#13
avatar of medhood

Posts: 621

jump backJump back to quoted post20 Nov 2015, 10:31 AMKatitof


Well, its already less unique, being pretty much wehr/USF hybrid on steroids now.

But salvage is enough, they do not need more.


I just like the original idea of OKW where it was supposed to be the late resource starved German Army
Im all for getting a more balanced game I just wish they could redesign the faction while keeping the resource starved theme of the faction
20 Nov 2015, 10:54 AM
#14
avatar of JohnnyB

Posts: 2396 | Subs: 1

They will have 100% fuel income. This would be to much. Voted No.
20 Nov 2015, 10:58 AM
#15
avatar of SturmTigerVorgo

Posts: 307

People think that salvage is the same as a constant stream of fuel. It's not even close, i scavenged a dead tank i get 5 fuel. That happens 2,3 times a game if i'm lucky. Also the enemy can easily destroy carcases of tanks and shit. Salvage is pretty much decorative only, not too much of practical,reliable solution.WTF do i do with 15 extra fuel??
20 Nov 2015, 11:03 AM
#16
avatar of mycalliope

Posts: 721

yeah salvage on okw is realy shitty it should be like the brits one
20 Nov 2015, 11:03 AM
#17
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post20 Nov 2015, 09:26 AMKatitof
I have a better idea.

Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades?


This makes some sence

+1
20 Nov 2015, 11:09 AM
#18
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post20 Nov 2015, 10:54 AMJohnnyB
They will have 100% fuel income. This would be to much. Voted No.


Voted for no also, and hey we're axis fanboys :P
20 Nov 2015, 11:12 AM
#19
avatar of Firesparks

Posts: 1930

add back in resource distribution instead. The ability should decrease your manpower in addition to the usual fuel/munition.
20 Nov 2015, 11:13 AM
#20
avatar of Leepriest

Posts: 179

They already have 5 levels of vet, so no.
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